Currently it seems like drops in chests are based upon their depth, but allow for all items that can be dropped at all earlier depths as well.
With heat and coins you seem to get an amount appropriate to the depth.
Health max seems to allow for the 3-packs at a certain threshold.
However this seems problematic for other items. I'm guessing that the chests get a 0-to-X seed for the drop and as a result at advanced depths one tends to get colored shards the vast majority of the time. Perhaps I'm just working with a small sample size, however (Likely around a thousand chests at 20+ depth).
This seems a little less than ideal, particularly at the super depths. If it is seed-based and running a 0-to-X, might I suggest a X-Y to X seed instead? Or adding (visibly) different tiers of chests?
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The energy costs for small levels, like intermediary ones, seem a bit disproportionate to their reward. Perhaps half?
Perhaps unintended, but energy is charged to an individual when they join the party lobby. Maybe this could be made so that it is only charged when they actually enter the first level?
I was quite amused when "all dis fine loot" at the core was... a handful of shards and vials :P
I'd also like to see another, rarer type of chest; one that is guaranteed not to be a 1-star material, vial or capsule. Could be used for end-of-super-hard-level rewards. I really don't need vials after I've already killed everything. :P
You could put a few of them in treasure levels, and heavily boobie trap the room! :D :D :D (It says in the level description that some treasure levels are boobie trapped, but we haven't seen that yet and people are getting complacent :P)